Re:Show HN: Unity MMORPG Boilerplate – Multiplayer in Unity ...
by Jare on Sunday May 31, 2020 @06:14AM
(#23368491)
You want to limit as much as possible what you share about all players, not just for performance but also for cheating reasons. Rule-of-thumb, any information that does not translate into something the player can perceive in his screen/audio for that frame, should not be sent in that frame.
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Re:Show HN: Unity MMORPG Boilerplate – Multiplayer in Unity ...
by fxtentacle on Sunday May 31, 2020 @07:18AM
(#23368787)
The disadvantage of that is that you cannot do reliable client side prediction anymore, meaning you now need to send the full physics state instead of sending just an error correction signal.